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Arcade › Brick Blitz

Brick Blitz

  • 2d
  • arcade
  • brick-breaker
  • neon
  • endless
  • responsive
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. coozicko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brick Blitz yet. Play it, then tell coozicko what you would add next.

Make your own game

Brick Blitz was built by coozicko with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Brick Blitz opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Brick Blitz

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate “Brick Blitz” as a responsive, full-screen 2D neon brick-breaker on an HTML canvas. Use a dark navy-to-near-black vertical gradient background (#10183d at the top fading to #070914) with a subtle glowing blue-purple grid: thin vertical lines about every 42px beginning around y=70 and horizontal lines about every 42px. The camera is a fixed, straight-on view of the entire playfield; resize to the browser viewport and keep the game playable with mouse, touch, and keyboard.

At the top, show a centered responsive HUD row of rounded dark translucent pills with faint blue borders: SCORE and its number, LIVES and its number, LEVEL and its number, MULTI × and the current multiplier, and a gold/yellow POWER label. Start normal mode at score 0, 3 lives, level 1, multiplier 1, and no power. At the bottom center show small muted instructions: “Move with mouse, touch, A/D or ←/→ · Catch power-ups” (the source also displays a cheats hint for H/B/N and optional cheat keys, but the normal game should not depend on cheats). Center a prominent rounded gradient button labeled “START BLITZ”; below it place a green rounded “ENDLESS: OFF” toggle. Before play begins, the ball is positioned above the paddle and waits. Starting can happen via the start button, Space/Enter, or by moving/clicking/touching the paddle; the start button then disappears.

The player controls a glowing white horizontal paddle near the bottom, initially about 150px wide and 14px tall, with rounded ends and a blue-white bloom. Mouse or touch position directly targets its x position; A/D and left/right arrows move it smoothly, clamped inside the screen. The luminous white ball is a small circle (radius about 9px), launched upward at roughly 360px/s with a randomized left/right direction. It bounces from the side walls, from a ceiling boundary around y=70, and from the paddle. On paddle impact, aim the ball based on the hit position across the paddle (horizontal velocity up to about ±430), and send it upward. If the ball falls below the viewport, lose a life, reset the multiplier/combo, and place a new waiting ball above the paddle. In normal mode, when all lives are lost, show “RESTART BLITZ” and allow a restart. Endless mode can be toggled; it starts with 1 life and, on losing that life, subtracts 250 score if possible, resets the ball and waits again rather than ending permanently.

Build levels from a responsive grid of colorful rounded/glowing rectangular bricks near the top. Use 11–16 columns depending on viewport width (approximately floor(width/50), clamped to that range), a small 3px gap, brick height about 18px, and center the grid horizontally. Begin bricks around y=86. Use 9–24 rows based on viewport height and progression, with additional rows every four levels. Bricks use a repeating vivid palette of coral/red (#ff5f6d), warm yellow (#ffc371), mint (#6cf0c2), blue (#68a7ff), purple (#c77dff), and pink (#ff8bd1), with a soft colored glow and rounded visual appearance. Vary level layouts across five repeating patterns: a full rectangular field; an outline/center-and-periodic-row pattern; a checkerboard with a middle row and edge columns; a centered expanding/contracting diamond-like pattern; and edge/middle-row/center-column structures. Include maze-like solid walls in the generated layout: alternating horizontal walls with openings and vertical wall segments, using slate gray blocks (#64748b), outlines, and dark inset marks. Maze blocks are unbreakable except for the specified bottom-center opening. The first/top row and, after level 4, checker-pattern bricks can have 2 hit points; ordinary bricks have 1, and later levels can have up to 3 hit points. Visually indicate multi-hit bricks with a small pale highlight stripe. Unbreakable blocks should visibly differ with a light outline and two dark vertical inset bars.

When a breakable brick is hit, reduce its hit points; destroy it when they reach zero. Award score using the active multiplier: destroying a brick gives (100 + combo*15) * multiplier after increasing the combo, while damaging but not destroying a multi-hit brick gives 30 * multiplier. Extra balls award 150 * multiplier when destroying bricks. Emit small square colored particle bursts on destruction and subtle particles on wall hits. When every breakable brick is gone (unbreakable maze walls may remain), automatically advance to the next level, reset power/multiplier state, rebuild a new pattern, and wait for the player to start the next serve. Keep an active-hit combo that increases on brick destruction and boosts the multiplier up to ×12, with a multiplier timer; hitting the paddle resets combo and multiplier to 1.

Destroyed bricks have a 40% chance to release a falling power-up. Draw each drop as a rotating, glowing 30px rounded square with a dark center and a readable glyph. Drops fall toward the paddle and activate when caught; missed drops disappear below the screen. Implement these exact power-ups and temporary effects: WIDE enlarges the paddle to about 1.7x (capped around 240px) for 10 seconds; MULTI creates up to 7 total balls depending on level, with extra glowing balls launched at spread angles; MULTIPLIER doubles the current multiplier up to ×12 and maintains it for 20 seconds; FIREBALL makes the primary ball orange and lets it destroy a brick immediately on contact, with a temporary 10-second effect; SLOWMO scales ball motion to about 0.62 speed for 10 seconds; CHAOS makes the primary ball larger (radius 15), pink, and about 1.35x faster for 8 seconds. Show the active power and remaining seconds in the POWER HUD, and show MULTI with its current ball count. Extra balls should bounce off walls, ceiling, paddle, and bricks, fall out independently, and use their own smaller white/purple-glowing visuals. Reset temporary effects when their timers expire.

Use polished arcade presentation: strong bloom/glow around balls, paddle, bricks, and power-ups; light screen shake when a life is lost; colorful square particle debris with gravity after impacts; no textures or characters, only clean geometric neon shapes. Keep the playfield and HUD legible on mobile portrait screens as well as desktop. The goal is to clear every breakable brick, survive the ball bounces, collect power-ups, build the score multiplier, and progress through increasingly dense patterned levels.

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